/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
This is a component to allow interaction with the Widget Component. This class allows you to simulate a sort of laser pointer device, when it hovers over widgets it will send the basic signals to show as if the mouse were moving on top of it. You'll then tell the component to simulate key presses, like Left Mouse, down and up, to simulate a mouse click.
class UWidgetInteractionComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
bool
bEnableHitTesting
Should the interaction component perform hit testing (Automatic or Custom) and attempt to simulate hover - if you were going to emulate a keyboard you would want to turn this option off if the virtual keyboard was separate from the virtual pointer device and used a second interaction component.
bool
bIsHoveredWidgetFocusable
Are we hovering over any focusable widget?
bool
bIsHoveredWidgetHitTestVisible
Are we hovered over a widget that is hit test visible?
bool
bIsHoveredWidgetInteractable
Are we hovering over any interactive widgets.
bool
bShowDebug
Shows some debugging lines and a hit sphere to help you debug interactions.
FHitResult
CustomHitResult
Stores the custom hit result set by the player.
FLinearColor
DebugColor
Determines the color of the debug lines.
float
DebugLineThickness
Determines the thickness of the debug lines.
float
DebugSphereLineThickness
Determines the line thickness of the debug sphere.
TObjectPtr<UWi...
HoveredWidgetComponent
The widget component we're currently hovering over.
float
InteractionDistance
The distance in game units the component should be able to interact with a widget component.
EWidgetInteract...
InteractionSource
Should we project from the world location of the component? If you set this to false, you'll need to callSetCustomHitResult(), and provide the result of a custom hit test form whatever location you wish.
FHitResult
LastHitResult
The last hit result we used.
FVector2D
LastLocalHitLocation
The last 2D location on the widget component that was hit.
FWeakWidgetPath
LastWidgetPath
The last widget path under the hit result.
FVector2D
LocalHitLocation
The 2D location on the widget component that was hit.
FModifierKeysSt...
ModifierKeys
The modifier keys to simulate during key presses.
FOnHoveredWidge...
OnHoveredWidgetChanged
Called when the hovered Widget Component changes.
int32
PointerIndex
Each user virtual controller or virtual finger tips being simulated should use a different pointer index.
TSet<FKey>
PressedKeys
The current set of pressed keys we maintain the state of.
TEnumAsByte< EC...
TraceChannel
The trace channel to use when tracing for widget components in the world.
TSharedPtr<FSl...
VirtualUser
Represents the virtual user in slate.
int32
VirtualUserIndex
Represents the Virtual UserIndex.